@Ice-cream-fairy
Characters
Main Characters
Protag
Name and appearance (male/female/non-binary) chosen by the player. The protag is a late-20s-early-30s person with a solid job in a stable field. A responsible human with a cat who has perhaps thrown in a bit too hard on the idea of being an adult, but who’s happy to put in extra hours on the job to demonstrate reliability and dedication to their career. Prone to skepticism and sarcasm in their dialogue at the start of the game, with player choices dictating the tone of dialogue later on.
Their cat would like to see them at home more.
This character is purposefully designed to be fairly bland so the player can put themselves into the protag’s place more readily.
Lintsey
An upbeat and bubbly pile of lint who would cheerfully tell you that hell is just fine because there’s always a campfire to roast marshmallows. Lintsey is resilient, insistent, and not always completely aware of how she affects those around.
Lintsey is the first being the protag meets in Land of the Lost. She is immediately your best friend (according to her) and is happy to show you evvvverything fun and cool about being lost!
Special skills: Muffle (prevents target from using special attacks) and Share (spreads incoming damage across the party)
Dustin
A shy, quiet being who hides himself under a newsboy cap and a coat too large for his child-sized, dust-made body. Dustin can be easy to overlook and probably would just turn into another pile of dust if not for the fierce love he has for his bunny, Fluffernutter.
Though hard to read, those who take the time with Dustin will be rewarded with rare smiles, nods, and maybe even a hug. He speaks softly and only when he has to, preferring to curl up next to someone he trusts and flip through a picture book with Fluffernutter.
Special skills: Blind (lowers target’s ability to land attacks) and Dust Storm (slows target + deals attack damage because Fluff bites them on the butt while they're slow)
Fluffernutter
The protective pet dust bunny to Dustin, Fluffernutter (Fluff, if he likes you) is more than willing to bite a few butts to keep Dustin feeling calm and safe. He won’t accept your judgment for preferring to bite butts; he comes from a couch, after all. Named for the globs of white marshmallow goo that dot his body, Fluffernutter has no time or patience for anyone but Dustin, to whom he is unfailingly loyal with his attempts to be helpful.
Special Skills: Helps with Dustin’s second Special Skill and will bite enemies for damage at random during battle (not in player control, RNG)
Clipton
A dour and deliberately unhelpful paperclip that will go out of their way to avoid answering questions, always in the most sour, sarcastic way possible. Typically, their heavy-lidded stare is one of disbelief at the absolute stupidity of the entire world around them. Despite their greatest efforts, though, Clipton can’t deny their origins and occasionally pops out with cheerful and helpful information, driving themself absolutely nuts every time.
Special skills: Unhelpful (confusion) and Hold (keep monster in place, preventing them from attacking or dodging)
Glover
Glover (emphasis his) will flirt with anything that moves, male, female, and unspecified. A medical glove with a very suave face, 9/10s of his personality is pick up lines. Likes to let his fingers fall in his face and sweep them back with his thumb because it makes him look dashing.
Special skill: Heal and Sleep
[Unknown]
A ghost girl with huge, sad eyes, tatty hair, and the air of a lost puppy, [Unknown] will follow the player regardless of if they invite her to, at least as far as up to the boss arena. Although mute, [Unknown] just wants friends and is more than happy to be sociable with members of the party using gestures, facial expressions, and occasionally writing, though not being a particularly malevolent entity she lacks the strength to write often. [Unknown] worries a lot about whether people really want her around and can sometimes be a bit try-hard because of it, but her actions are always meant to be helpful.
Despite appearing lost, [Unknown] knows all the ins and outs of Orphanage and can prompt the player to avoid fights with particularly nasty spirits, bad food choices, and back routes to reach desirable items. If invited into the party, she will offer everything she knows in the hopes of proving useful. If not invited, she will throw out information at random intervals in an attempt to balance being useful with not being annoying, but not reveal any secret locations as she isn’t sure if she’ll need to hide from the player.
The girl’s actual name is [Unknown] but as she can’t communicate that, if the player invites her along they get to assign her a name. If the name includes the word ‘soul’, [Unknown] will immediately offer the bonus item “Men’s Garters”.
Special Skills: Cry (cries a river and causes the ‘drowning’ status effect on the target, reducing the target’s HP every round) and Wail (causes explosions against the target’s head, dealing severe damage)
Enemies
Many-Face
Boss toward the end of The Train. Just a wild mish-mosh of the creatures you’ve come across so far, no real motivation except that it’s wild and aggressive. You can choose to abandon the other beings on the train and walk the rest of the way, or to fight and protect the others, who reward you with some fresh socks and healing items.
Squish
Boss in Sitton City. Just wants to give you a nice hug and drag you into the dark with them forever. They came from the dark and think everyone should be happy to stay there. If you have Dustin with you, they follow you through the city until they’re prepared to attack and won’t let you leave with Dustin without a fight. If not, they appear occasionally in case you handily fall into the Crevasse but leave you alone so long as you don’t spend too much time in the city – uses the clock tower (somebody’s watch propped on top of an old Goldfish container) to keep track of how long you’ve been there.
Handy
The CEO of Pencilton, ‘respected’ and feared by all the paperclips and found sitting on a grand office chair of Clips and a desk made of pencils. Handy believes that none of them would have gotten lost if only their owners had been more organized and is thus almost pathologically determined to make Pencilton ‘perfectly tidy’, believing that if he can just achieve that, all of Pencilton will reach the nirvana of being found and used properly.
Manically positive, Handy will only communicate using helpful questions/suggestions, even if what he’s saying is “It seems like you’re trying to upend everything. Would you like help dying?”
A proponent of order and organization, Handy busies himself using goons – sorry, employees – to take down the buildings of the other Clips if they aren’t tidy enough. If you have a party with you, Handy is not happy to see you walking through Pencilton with members of other cities, disrupting the city’s normalcy. Handy will have you hunted down and pick a fight. If you don’t have a party, Handy will simply ask you where you’re going and offer that you’re more than welcome to take Clipton since he’s a problem child.
The Surgeon
Boss in Medbane, made of extremely rare lost limbs, digits, and organs. Stitched together by a pair of medical gloves who then untied themselves and put themselves on the thing’s hands out of a desire to be in surgery again. Knows about the Chimera. It’s probably willing to give up some information on it when defeated (before dying) as the gloves are convinced their surgeon would have found them again if the chimera wasn’t gumming up the works.
The Chimera
Ultimate boss, made up of a lost little boy, a work-eaten man, and the protag’s BFF. It’s an abomination with spectral abilities, including psychic attacks. It’s currently using its abilities to prevent anything being “found” – meaning you can’t go home. In anger and bitterness over being lost and forgotten, it wishes to see everyone and everything becoming lost with it.
The faces of the three humans that make up the Chimera seem to be melted and blurry, preventing them from being immediately recognizable. The protag will not be able to recognize Face Three, The Best Friend, but it will recognize the protag.
Each face has a different attack pattern. Each face also represents something the protag is currently denying themself, though that will only become obvious if all lore items are found along the way.
Face One, The Child: Attacks will childish rage, using broken toys (that can be seen included in his lore) to attack. Represents the fact that protag has decided they are an ‘adult’ and that means no more fun because it’s all ‘childish’
Face Two, The Employee: Attacks methodically and with preparation, meaning his attacks can sometimes take a couple of turns to prepare. Once unleashed, however, they are impossible to dodge. One attack should definitely involve his work phone. Reps the fact that the protag’s work is taking advantage of the protag’s desire for stability and robbing them of other, non-work opportunities.
Face Three, The Best Friend: Largely psychic attacks to lower the defenses of enemies or raise the defenses/heal the Chimera. Even once she identifies the protag, the protag isn’t able to remember her name. Reps the need for network and connectivity with other humans for support and safety.